hmm it does not really do what i want... it only works on edge loops and it always selects an whole edge loop to do that... what i am talking about is a normal bevel operation with 2 segments, but with the middle edge staying the same ^^
As said your edges are still too tight. Additionally its a plastic molded material, meaning it should most definitely have softer rounded edges. Right now the normal map is doing nothing at all for the model. Edge exaggeration is key to learn.
It's not a proper edge ring because the associated polygons are not quads; therefore, the Insert Edge Loop tool doesn't know which way to go (this is why edge loops stop at ngons and triangles). Alternatively, you can extrude the center vertex with a length of 0.
I don't think you can scratch away paint that does not exist. It's also shaped in such a way that those edges aren't going to catch on stuff on a regular basis. I think putting edge wear on every edge ever is kinda silly.
Each update I waste some time to see if Substance Sampler AI does anything useful finally and always just shrug and go away. Image to material usually does something just marginally better than old crazy bump . Ads halos around height details and looks same awful at sharp light angles. Surprisingly it sometimes works…
This looks like a fun project and the progress so far is promising. Very nitpicky, so feel free to ignore: I think some of the cracks on the face are a bit random. They go in all directions rather than following some internal structure or weak points, and some of the widest, most open parts are in flat or depressed areas…
I agree with ashervisalis, but also google mesh decals and edge decals. Edge decals is a tehnique where you add wear and other stuff to the edges of big meshes like buildings. Mesh decals is what is called inside UE4.
This probably doesn't help, as it's for Max, but there's a script called 'Hide Longest Edges' which removes the long edges in the poly and reverts everything to four sided quads (most of the time). http://www.scriptspot.com/3ds-max/scripts/hide-longest-edges
Are you aware of the option boxes? I should also point out that I wouldn't reduce the model this way, better to delete and collapse edges, edge rings until the polycount is low enough, just be careful around UV edges.
If there's a hard edge on a model, you need to split the UV map at the hard edge, or you need will get a seam. You could also get rid of the hard edge. Both options work, and they both have various pros and cons.